1/*
2---------------------------------------------------------------------------
3Open Asset Import Library (assimp)
4---------------------------------------------------------------------------
5
6Copyright (c) 2006-2020, assimp team
7
8
9All rights reserved.
10
11Redistribution and use of this software in source and binary forms,
12with or without modification, are permitted provided that the following
13conditions are met:
14
15* Redistributions of source code must retain the above
16 copyright notice, this list of conditions and the
17 following disclaimer.
18
19* Redistributions in binary form must reproduce the above
20 copyright notice, this list of conditions and the
21 following disclaimer in the documentation and/or other
22 materials provided with the distribution.
23
24* Neither the name of the assimp team, nor the names of its
25 contributors may be used to endorse or promote products
26 derived from this software without specific prior
27 written permission of the assimp team.
28
29THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
30"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
31LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
32A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
33OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
34SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
35LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
36DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
37THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
38(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
39OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
40---------------------------------------------------------------------------
41*/
42
43/** @file config.h
44 * @brief Defines constants for configurable properties for the library
45 *
46 * Typically these properties are set via
47 * #Assimp::Importer::SetPropertyFloat,
48 * #Assimp::Importer::SetPropertyInteger or
49 * #Assimp::Importer::SetPropertyString,
50 * depending on the data type of a property. All properties have a
51 * default value. See the doc for the mentioned methods for more details.
52 *
53 * <br><br>
54 * The corresponding functions for use with the plain-c API are:
55 * #aiSetImportPropertyInteger,
56 * #aiSetImportPropertyFloat,
57 * #aiSetImportPropertyString
58 */
59#pragma once
60#ifndef AI_CONFIG_H_INC
61#define AI_CONFIG_H_INC
62
63// ignore build warinings of 3rd party submodule
64#if defined(__clang__)
65#pragma clang diagnostic ignored "-Winconsistent-missing-override"
66#pragma clang diagnostic ignored "-Wdeprecated-copy"
67#elif defined(__GNUC__)
68#pragma GCC diagnostic ignored "-Wsuggest-override"
69#if defined(__cplusplus)
70#pragma GCC diagnostic ignored "-Wreorder"
71#pragma GCC diagnostic ignored "-Wdeprecated-copy"
72#endif
73#endif
74
75// ###########################################################################
76// LIBRARY SETTINGS
77// General, global settings
78// ###########################################################################
79
80// ---------------------------------------------------------------------------
81/** @brief Enables time measurements.
82 *
83 * If enabled, measures the time needed for each part of the loading
84 * process (i.e. IO time, importing, postprocessing, ..) and dumps
85 * these timings to the DefaultLogger. See the @link perf Performance
86 * Page@endlink for more information on this topic.
87 *
88 * Property type: bool. Default value: false.
89 */
90#define AI_CONFIG_GLOB_MEASURE_TIME \
91 "GLOB_MEASURE_TIME"
92
93
94// ---------------------------------------------------------------------------
95/** @brief Global setting to disable generation of skeleton dummy meshes
96 *
97 * Skeleton dummy meshes are generated as a visualization aid in cases which
98 * the input data contains no geometry, but only animation data.
99 * Property data type: bool. Default value: false
100 */
101// ---------------------------------------------------------------------------
102#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
103 "IMPORT_NO_SKELETON_MESHES"
104
105
106
107# if 0 // not implemented yet
108// ---------------------------------------------------------------------------
109/** @brief Set Assimp's multithreading policy.
110 *
111 * This setting is ignored if Assimp was built without boost.thread
112 * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
113 * Possible values are: -1 to let Assimp decide what to do, 0 to disable
114 * multithreading entirely and any number larger than 0 to force a specific
115 * number of threads. Assimp is always free to ignore this settings, which is
116 * merely a hint. Usually, the default value (-1) will be fine. However, if
117 * Assimp is used concurrently from multiple user threads, it might be useful
118 * to limit each Importer instance to a specific number of cores.
119 *
120 * For more information, see the @link threading Threading page@endlink.
121 * Property type: int, default value: -1.
122 */
123#define AI_CONFIG_GLOB_MULTITHREADING \
124 "GLOB_MULTITHREADING"
125#endif
126
127// ###########################################################################
128// POST PROCESSING SETTINGS
129// Various stuff to fine-tune the behavior of a specific post processing step.
130// ###########################################################################
131
132
133// ---------------------------------------------------------------------------
134/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
135 *
136 * Meshes are split until the maximum number of bones is reached. The default
137 * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
138 * compile-time.
139 * Property data type: integer.
140 */
141// ---------------------------------------------------------------------------
142#define AI_CONFIG_PP_SBBC_MAX_BONES \
143 "PP_SBBC_MAX_BONES"
144
145
146// default limit for bone count
147#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
148# define AI_SBBC_DEFAULT_MAX_BONES 60
149#endif
150
151
152// ---------------------------------------------------------------------------
153/** @brief Specifies the maximum angle that may be between two vertex tangents
154 * that their tangents and bi-tangents are smoothed.
155 *
156 * This applies to the CalcTangentSpace-Step. The angle is specified
157 * in degrees. The maximum value is 175.
158 * Property type: float. Default value: 45 degrees
159 */
160#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
161 "PP_CT_MAX_SMOOTHING_ANGLE"
162
163// ---------------------------------------------------------------------------
164/** @brief Source UV channel for tangent space computation.
165 *
166 * The specified channel must exist or an error will be raised.
167 * Property type: integer. Default value: 0
168 */
169// ---------------------------------------------------------------------------
170#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
171 "PP_CT_TEXTURE_CHANNEL_INDEX"
172
173// ---------------------------------------------------------------------------
174/** @brief Specifies the maximum angle that may be between two face normals
175 * at the same vertex position that their are smoothed together.
176 *
177 * Sometimes referred to as 'crease angle'.
178 * This applies to the GenSmoothNormals-Step. The angle is specified
179 * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
180 * normals are smoothed). The maximum value is 175, too. Property type: float.
181 * Warning: setting this option may cause a severe loss of performance. The
182 * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
183 * the output quality may be reduced.
184 */
185#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
186 "PP_GSN_MAX_SMOOTHING_ANGLE"
187
188
189// ---------------------------------------------------------------------------
190/** @brief Sets the colormap (= palette) to be used to decode embedded
191 * textures in MDL (Quake or 3DGS) files.
192 *
193 * This must be a valid path to a file. The file is 768 (256*3) bytes
194 * large and contains RGB triplets for each of the 256 palette entries.
195 * The default value is colormap.lmp. If the file is not found,
196 * a default palette (from Quake 1) is used.
197 * Property type: string.
198 */
199#define AI_CONFIG_IMPORT_MDL_COLORMAP \
200 "IMPORT_MDL_COLORMAP"
201
202// ---------------------------------------------------------------------------
203/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
204 * keep materials matching a name in a given list.
205 *
206 * This is a list of 1 to n strings, ' ' serves as delimiter character.
207 * Identifiers containing whitespaces must be enclosed in *single*
208 * quotation marks. For example:<tt>
209 * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
210 * If a material matches on of these names, it will not be modified or
211 * removed by the postprocessing step nor will other materials be replaced
212 * by a reference to it. <br>
213 * This option might be useful if you are using some magic material names
214 * to pass additional semantics through the content pipeline. This ensures
215 * they won't be optimized away, but a general optimization is still
216 * performed for materials not contained in the list.
217 * Property type: String. Default value: n/a
218 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
219 * Material names are case sensitive.
220 */
221#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
222 "PP_RRM_EXCLUDE_LIST"
223
224// ---------------------------------------------------------------------------
225/** @brief Configures the #aiProcess_PreTransformVertices step to
226 * keep the scene hierarchy. Meshes are moved to worldspace, but
227 * no optimization is performed (read: meshes with equal materials are not
228 * joined. The total number of meshes won't change).
229 *
230 * This option could be of use for you if the scene hierarchy contains
231 * important additional information which you intend to parse.
232 * For rendering, you can still render all meshes in the scene without
233 * any transformations.
234 * Property type: bool. Default value: false.
235 */
236#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
237 "PP_PTV_KEEP_HIERARCHY"
238
239// ---------------------------------------------------------------------------
240/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
241 * all vertex components into the [-1,1] range. That is, a bounding box
242 * for the whole scene is computed, the maximum component is taken and all
243 * meshes are scaled appropriately (uniformly of course!).
244 * This might be useful if you don't know the spatial dimension of the input
245 * data*/
246#define AI_CONFIG_PP_PTV_NORMALIZE \
247 "PP_PTV_NORMALIZE"
248
249// ---------------------------------------------------------------------------
250/** @brief Configures the #aiProcess_PreTransformVertices step to use
251 * a users defined matrix as the scene root node transformation before
252 * transforming vertices.
253 * Property type: bool. Default value: false.
254 */
255#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
256 "PP_PTV_ADD_ROOT_TRANSFORMATION"
257
258// ---------------------------------------------------------------------------
259/** @brief Configures the #aiProcess_PreTransformVertices step to use
260 * a users defined matrix as the scene root node transformation before
261 * transforming vertices. This property correspond to the 'a1' component
262 * of the transformation matrix.
263 * Property type: aiMatrix4x4.
264 */
265#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
266 "PP_PTV_ROOT_TRANSFORMATION"
267
268// ---------------------------------------------------------------------------
269/** @brief Configures the #aiProcess_FindDegenerates step to
270 * remove degenerated primitives from the import - immediately.
271 *
272 * The default behaviour converts degenerated triangles to lines and
273 * degenerated lines to points. See the documentation to the
274 * #aiProcess_FindDegenerates step for a detailed example of the various ways
275 * to get rid of these lines and points if you don't want them.
276 * Property type: bool. Default value: false.
277 */
278#define AI_CONFIG_PP_FD_REMOVE \
279 "PP_FD_REMOVE"
280
281// ---------------------------------------------------------------------------
282/**
283 * @brief Configures the #aiProcess_FindDegenerates to check the area of a
284 * trinagle to be greates than e-6. If this is not the case the triangle will
285 * be removed if #AI_CONFIG_PP_FD_REMOVE is set to true.
286 */
287#define AI_CONFIG_PP_FD_CHECKAREA \
288 "PP_FD_CHECKAREA"
289
290// ---------------------------------------------------------------------------
291/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
292 * matching a name in a given list.
293 *
294 * This is a list of 1 to n strings, ' ' serves as delimiter character.
295 * Identifiers containing whitespaces must be enclosed in *single*
296 * quotation marks. For example:<tt>
297 * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
298 * If a node matches on of these names, it will not be modified or
299 * removed by the postprocessing step.<br>
300 * This option might be useful if you are using some magic node names
301 * to pass additional semantics through the content pipeline. This ensures
302 * they won't be optimized away, but a general optimization is still
303 * performed for nodes not contained in the list.
304 * Property type: String. Default value: n/a
305 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
306 * Node names are case sensitive.
307 */
308#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
309 "PP_OG_EXCLUDE_LIST"
310
311// ---------------------------------------------------------------------------
312/** @brief Set the maximum number of triangles in a mesh.
313 *
314 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
315 * whether a mesh must be split or not.
316 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
317 * Property type: integer.
318 */
319#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
320 "PP_SLM_TRIANGLE_LIMIT"
321
322// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
323#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
324# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
325#endif
326
327// ---------------------------------------------------------------------------
328/** @brief Set the maximum number of vertices in a mesh.
329 *
330 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
331 * whether a mesh must be split or not.
332 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
333 * Property type: integer.
334 */
335#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
336 "PP_SLM_VERTEX_LIMIT"
337
338// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
339#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
340# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
341#endif
342
343// ---------------------------------------------------------------------------
344/** @brief Set the maximum number of bones affecting a single vertex
345 *
346 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
347 * @note The default value is AI_LMW_MAX_WEIGHTS
348 * Property type: integer.*/
349#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
350 "PP_LBW_MAX_WEIGHTS"
351
352// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
353#if (!defined AI_LMW_MAX_WEIGHTS)
354# define AI_LMW_MAX_WEIGHTS 0x4
355#endif // !! AI_LMW_MAX_WEIGHTS
356
357// ---------------------------------------------------------------------------
358/** @brief Lower the deboning threshold in order to remove more bones.
359 *
360 * This is used by the #aiProcess_Debone PostProcess-Step.
361 * @note The default value is AI_DEBONE_THRESHOLD
362 * Property type: float.*/
363#define AI_CONFIG_PP_DB_THRESHOLD \
364 "PP_DB_THRESHOLD"
365
366// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
367#if (!defined AI_DEBONE_THRESHOLD)
368# define AI_DEBONE_THRESHOLD 1.0f
369#endif // !! AI_DEBONE_THRESHOLD
370
371// ---------------------------------------------------------------------------
372/** @brief Require all bones qualify for deboning before removing any
373 *
374 * This is used by the #aiProcess_Debone PostProcess-Step.
375 * @note The default value is 0
376 * Property type: bool.*/
377#define AI_CONFIG_PP_DB_ALL_OR_NONE \
378 "PP_DB_ALL_OR_NONE"
379
380/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
381 */
382#ifndef PP_ICL_PTCACHE_SIZE
383# define PP_ICL_PTCACHE_SIZE 12
384#endif
385
386// ---------------------------------------------------------------------------
387/** @brief Set the size of the post-transform vertex cache to optimize the
388 * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
389 *
390 * The size is given in vertices. Of course you can't know how the vertex
391 * format will exactly look like after the import returns, but you can still
392 * guess what your meshes will probably have.
393 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
394 * performance improvements for most nVidia/AMD cards since 2002.
395 * Property type: integer.
396 */
397#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
398
399// ---------------------------------------------------------------------------
400/** @brief Enumerates components of the aiScene and aiMesh data structures
401 * that can be excluded from the import using the #aiProcess_RemoveComponent step.
402 *
403 * See the documentation to #aiProcess_RemoveComponent for more details.
404 */
405enum aiComponent
406{
407 /** Normal vectors */
408#ifdef SWIG
409 aiComponent_NORMALS = 0x2,
410#else
411 aiComponent_NORMALS = 0x2u,
412#endif
413
414 /** Tangents and bitangents go always together ... */
415#ifdef SWIG
416 aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
417#else
418 aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
419#endif
420
421 /** ALL color sets
422 * Use aiComponent_COLORn(N) to specify the N'th set */
423 aiComponent_COLORS = 0x8,
424
425 /** ALL texture UV sets
426 * aiComponent_TEXCOORDn(N) to specify the N'th set */
427 aiComponent_TEXCOORDS = 0x10,
428
429 /** Removes all bone weights from all meshes.
430 * The scenegraph nodes corresponding to the bones are NOT removed.
431 * use the #aiProcess_OptimizeGraph step to do this */
432 aiComponent_BONEWEIGHTS = 0x20,
433
434 /** Removes all node animations (aiScene::mAnimations).
435 * The corresponding scenegraph nodes are NOT removed.
436 * use the #aiProcess_OptimizeGraph step to do this */
437 aiComponent_ANIMATIONS = 0x40,
438
439 /** Removes all embedded textures (aiScene::mTextures) */
440 aiComponent_TEXTURES = 0x80,
441
442 /** Removes all light sources (aiScene::mLights).
443 * The corresponding scenegraph nodes are NOT removed.
444 * use the #aiProcess_OptimizeGraph step to do this */
445 aiComponent_LIGHTS = 0x100,
446
447 /** Removes all cameras (aiScene::mCameras).
448 * The corresponding scenegraph nodes are NOT removed.
449 * use the #aiProcess_OptimizeGraph step to do this */
450 aiComponent_CAMERAS = 0x200,
451
452 /** Removes all meshes (aiScene::mMeshes). */
453 aiComponent_MESHES = 0x400,
454
455 /** Removes all materials. One default material will
456 * be generated, so aiScene::mNumMaterials will be 1. */
457 aiComponent_MATERIALS = 0x800,
458
459
460 /** This value is not used. It is just there to force the
461 * compiler to map this enum to a 32 Bit integer. */
462#ifndef SWIG
463 _aiComponent_Force32Bit = 0x9fffffff
464#endif
465};
466
467// Remove a specific color channel 'n'
468#define aiComponent_COLORSn(n) (1u << (n+20u))
469
470// Remove a specific UV channel 'n'
471#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
472
473// ---------------------------------------------------------------------------
474/** @brief Input parameter to the #aiProcess_RemoveComponent step:
475 * Specifies the parts of the data structure to be removed.
476 *
477 * See the documentation to this step for further details. The property
478 * is expected to be an integer, a bitwise combination of the
479 * #aiComponent flags defined above in this header. The default
480 * value is 0. Important: if no valid mesh is remaining after the
481 * step has been executed (e.g you thought it was funny to specify ALL
482 * of the flags defined above) the import FAILS. Mainly because there is
483 * no data to work on anymore ...
484 */
485#define AI_CONFIG_PP_RVC_FLAGS \
486 "PP_RVC_FLAGS"
487
488// ---------------------------------------------------------------------------
489/** @brief Input parameter to the #aiProcess_SortByPType step:
490 * Specifies which primitive types are removed by the step.
491 *
492 * This is a bitwise combination of the aiPrimitiveType flags.
493 * Specifying all of them is illegal, of course. A typical use would
494 * be to exclude all line and point meshes from the import. This
495 * is an integer property, its default value is 0.
496 */
497#define AI_CONFIG_PP_SBP_REMOVE \
498 "PP_SBP_REMOVE"
499
500// ---------------------------------------------------------------------------
501/** @brief Input parameter to the #aiProcess_FindInvalidData step:
502 * Specifies the floating-point accuracy for animation values. The step
503 * checks for animation tracks where all frame values are absolutely equal
504 * and removes them. This tweakable controls the epsilon for floating-point
505 * comparisons - two keys are considered equal if the invariant
506 * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
507 * components. The default value is 0.f - comparisons are exact then.
508 */
509#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
510 "PP_FID_ANIM_ACCURACY"
511
512// ---------------------------------------------------------------------------
513/** @brief Input parameter to the #aiProcess_FindInvalidData step:
514 * Set to true to ignore texture coordinates. This may be useful if you have
515 * to assign different kind of textures like one for the summer or one for the winter.
516 */
517#define AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS \
518 "PP_FID_IGNORE_TEXTURECOORDS"
519
520// TransformUVCoords evaluates UV scalings
521#define AI_UVTRAFO_SCALING 0x1
522
523// TransformUVCoords evaluates UV rotations
524#define AI_UVTRAFO_ROTATION 0x2
525
526// TransformUVCoords evaluates UV translation
527#define AI_UVTRAFO_TRANSLATION 0x4
528
529// Everything baked together -> default value
530#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
531
532// ---------------------------------------------------------------------------
533/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
534 * Specifies which UV transformations are evaluated.
535 *
536 * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
537 * property, of course). By default all transformations are enabled
538 * (AI_UVTRAFO_ALL).
539 */
540#define AI_CONFIG_PP_TUV_EVALUATE \
541 "PP_TUV_EVALUATE"
542
543// ---------------------------------------------------------------------------
544/** @brief A hint to assimp to favour speed against import quality.
545 *
546 * Enabling this option may result in faster loading, but it needn't.
547 * It represents just a hint to loaders and post-processing steps to use
548 * faster code paths, if possible.
549 * This property is expected to be an integer, != 0 stands for true.
550 * The default value is 0.
551 */
552#define AI_CONFIG_FAVOUR_SPEED \
553 "FAVOUR_SPEED"
554
555
556// ###########################################################################
557// IMPORTER SETTINGS
558// Various stuff to fine-tune the behaviour of specific importer plugins.
559// ###########################################################################
560
561
562// ---------------------------------------------------------------------------
563/** @brief Set whether the fbx importer will merge all geometry layers present
564 * in the source file or take only the first.
565 *
566 * The default value is true (1)
567 * Property type: bool
568 */
569#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
570 "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
571
572// ---------------------------------------------------------------------------
573/** @brief Set whether the fbx importer will read all materials present in the
574 * source file or take only the referenced materials.
575 *
576 * This is void unless IMPORT_FBX_READ_MATERIALS=1.
577 *
578 * The default value is false (0)
579 * Property type: bool
580 */
581#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
582 "IMPORT_FBX_READ_ALL_MATERIALS"
583
584// ---------------------------------------------------------------------------
585/** @brief Set whether the fbx importer will read materials.
586 *
587 * The default value is true (1)
588 * Property type: bool
589 */
590#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
591 "IMPORT_FBX_READ_MATERIALS"
592
593// ---------------------------------------------------------------------------
594/** @brief Set whether the fbx importer will read embedded textures.
595 *
596 * The default value is true (1)
597 * Property type: bool
598 */
599#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
600 "IMPORT_FBX_READ_TEXTURES"
601
602// ---------------------------------------------------------------------------
603/** @brief Set whether the fbx importer will read cameras.
604 *
605 * The default value is true (1)
606 * Property type: bool
607 */
608#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
609 "IMPORT_FBX_READ_CAMERAS"
610
611// ---------------------------------------------------------------------------
612/** @brief Set whether the fbx importer will read light sources.
613 *
614 * The default value is true (1)
615 * Property type: bool
616 */
617#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
618 "IMPORT_FBX_READ_LIGHTS"
619
620// ---------------------------------------------------------------------------
621/** @brief Set whether the fbx importer will read animations.
622 *
623 * The default value is true (1)
624 * Property type: bool
625 */
626#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
627 "IMPORT_FBX_READ_ANIMATIONS"
628
629// ---------------------------------------------------------------------------
630/** @brief Set whether the fbx importer will read weights.
631 *
632 * The default value is true (1)
633 * Property type: bool
634 */
635#define AI_CONFIG_IMPORT_FBX_READ_WEIGHTS \
636 "IMPORT_FBX_READ_WEIGHTS"
637
638// ---------------------------------------------------------------------------
639/** @brief Set whether the fbx importer will act in strict mode in which only
640 * FBX 2013 is supported and any other sub formats are rejected. FBX 2013
641 * is the primary target for the importer, so this format is best
642 * supported and well-tested.
643 *
644 * The default value is false (0)
645 * Property type: bool
646 */
647#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
648 "IMPORT_FBX_STRICT_MODE"
649
650// ---------------------------------------------------------------------------
651/** @brief Set whether the fbx importer will preserve pivot points for
652 * transformations (as extra nodes). If set to false, pivots and offsets
653 * will be evaluated whenever possible.
654 *
655 * The default value is true (1)
656 * Property type: bool
657 */
658#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
659 "IMPORT_FBX_PRESERVE_PIVOTS"
660
661// ---------------------------------------------------------------------------
662/** @brief Specifies whether the importer will drop empty animation curves or
663 * animation curves which match the bind pose transformation over their
664 * entire defined range.
665 *
666 * The default value is true (1)
667 * Property type: bool
668 */
669#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
670 "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
671
672// ---------------------------------------------------------------------------
673/** @brief Set whether the fbx importer will use the legacy embedded texture naming.
674 *
675 * The default value is false (0)
676 * Property type: bool
677 */
678#define AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING \
679 "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
680
681// ---------------------------------------------------------------------------
682/** @brief Set wether the importer shall not remove empty bones.
683 *
684 * Empty bone are often used to define connections for other models.
685 */
686#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
687 "AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES"
688
689
690// ---------------------------------------------------------------------------
691/** @brief Set wether the FBX importer shall convert the unit from cm to m.
692 */
693#define AI_CONFIG_FBX_CONVERT_TO_M \
694 "AI_CONFIG_FBX_CONVERT_TO_M"
695
696// ---------------------------------------------------------------------------
697/** @brief Set the vertex animation keyframe to be imported
698 *
699 * ASSIMP does not support vertex keyframes (only bone animation is supported).
700 * The library reads only one frame of models with vertex animations.
701 * By default this is the first frame.
702 * \note The default value is 0. This option applies to all importers.
703 * However, it is also possible to override the global setting
704 * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
705 * options (where XXX is a placeholder for the file format for which you
706 * want to override the global setting).
707 * Property type: integer.
708 */
709#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
710
711#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
712#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
713#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
714#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
715#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
716#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
717
718// ---------------------------------------------------------------------------
719/** @brief Set whether the MDL (HL1) importer will read animations.
720 *
721 * The default value is true (1)
722 * Property type: bool
723 */
724#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS "IMPORT_MDL_HL1_READ_ANIMATIONS"
725
726// ---------------------------------------------------------------------------
727/** @brief Set whether the MDL (HL1) importer will read animation events.
728 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
729 *
730 * The default value is true (1)
731 * Property type: bool
732 */
733#define AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS "IMPORT_MDL_HL1_READ_ANIMATION_EVENTS"
734
735// ---------------------------------------------------------------------------
736/** @brief Set whether the MDL (HL1) importer will read blend controllers.
737 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
738 *
739 * The default value is true (1)
740 * Property type: bool
741 */
742#define AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS "IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS"
743
744// ---------------------------------------------------------------------------
745/** @brief Set whether the MDL (HL1) importer will read sequence transition graph.
746 * \note This property requires AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS to be set to true.
747 *
748 * The default value is true (1)
749 * Property type: bool
750 */
751#define AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS "IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS"
752
753// ---------------------------------------------------------------------------
754/** @brief Set whether the MDL (HL1) importer will read attachments info.
755 *
756 * The default value is true (1)
757 * Property type: bool
758 */
759#define AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS "IMPORT_MDL_HL1_READ_ATTACHMENTS"
760
761// ---------------------------------------------------------------------------
762/** @brief Set whether the MDL (HL1) importer will read bone controllers info.
763 *
764 * The default value is true (1)
765 * Property type: bool
766 */
767#define AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS "IMPORT_MDL_HL1_READ_BONE_CONTROLLERS"
768
769// ---------------------------------------------------------------------------
770/** @brief Set whether the MDL (HL1) importer will read hitboxes info.
771 *
772 * The default value is true (1)
773 * Property type: bool
774 */
775#define AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES "IMPORT_MDL_HL1_READ_HITBOXES"
776
777// ---------------------------------------------------------------------------
778/** @brief Set whether the MDL (HL1) importer will read miscellaneous global model info.
779 *
780 * The default value is true (1)
781 * Property type: bool
782 */
783#define AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO "IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO"
784
785// ---------------------------------------------------------------------------
786/** Smd load multiple animations
787 *
788 * Property type: bool. Default value: true.
789 */
790#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
791
792// ---------------------------------------------------------------------------
793/** @brief Configures the AC loader to collect all surfaces which have the
794 * "Backface cull" flag set in separate meshes.
795 *
796 * Property type: bool. Default value: true.
797 */
798#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
799 "IMPORT_AC_SEPARATE_BFCULL"
800
801// ---------------------------------------------------------------------------
802/** @brief Configures whether the AC loader evaluates subdivision surfaces (
803 * indicated by the presence of the 'subdiv' attribute in the file). By
804 * default, Assimp performs the subdivision using the standard
805 * Catmull-Clark algorithm
806 *
807 * * Property type: bool. Default value: true.
808 */
809#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
810 "IMPORT_AC_EVAL_SUBDIVISION"
811
812// ---------------------------------------------------------------------------
813/** @brief Configures the UNREAL 3D loader to separate faces with different
814 * surface flags (e.g. two-sided vs. single-sided).
815 *
816 * * Property type: bool. Default value: true.
817 */
818#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
819 "UNREAL_HANDLE_FLAGS"
820
821// ---------------------------------------------------------------------------
822/** @brief Configures the terragen import plugin to compute uv's for
823 * terrains, if not given. Furthermore a default texture is assigned.
824 *
825 * UV coordinates for terrains are so simple to compute that you'll usually
826 * want to compute them on your own, if you need them. This option is intended
827 * for model viewers which want to offer an easy way to apply textures to
828 * terrains.
829 * * Property type: bool. Default value: false.
830 */
831#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
832 "IMPORT_TER_MAKE_UVS"
833
834// ---------------------------------------------------------------------------
835/** @brief Configures the ASE loader to always reconstruct normal vectors
836 * basing on the smoothing groups loaded from the file.
837 *
838 * Some ASE files have carry invalid normals, other don't.
839 * * Property type: bool. Default value: true.
840 */
841#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
842 "IMPORT_ASE_RECONSTRUCT_NORMALS"
843
844// ---------------------------------------------------------------------------
845/** @brief Configures the M3D loader to detect and process multi-part
846 * Quake player models.
847 *
848 * These models usually consist of 3 files, lower.md3, upper.md3 and
849 * head.md3. If this property is set to true, Assimp will try to load and
850 * combine all three files if one of them is loaded.
851 * Property type: bool. Default value: true.
852 */
853#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
854 "IMPORT_MD3_HANDLE_MULTIPART"
855
856// ---------------------------------------------------------------------------
857/** @brief Tells the MD3 loader which skin files to load.
858 *
859 * When loading MD3 files, Assimp checks whether a file
860 * [md3_file_name]_[skin_name].skin is existing. These files are used by
861 * Quake III to be able to assign different skins (e.g. red and blue team)
862 * to models. 'default', 'red', 'blue' are typical skin names.
863 * Property type: String. Default value: "default".
864 */
865#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
866 "IMPORT_MD3_SKIN_NAME"
867
868// ---------------------------------------------------------------------------
869/** @brief Specify the Quake 3 shader file to be used for a particular
870 * MD3 file. This can also be a search path.
871 *
872 * By default Assimp's behaviour is as follows: If a MD3 file
873 * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
874 * loaded, the library tries to locate the corresponding shader file in
875 * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
876 * behaviour. It can either specify a full path to the shader to be loaded
877 * or alternatively the path (relative or absolute) to the directory where
878 * the shaders for all MD3s to be loaded reside. Assimp attempts to open
879 * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
880 * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
881 * Property type: String. Default value: n/a.
882 */
883#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
884 "IMPORT_MD3_SHADER_SRC"
885
886// ---------------------------------------------------------------------------
887/** @brief Configures the LWO loader to load just one layer from the model.
888 *
889 * LWO files consist of layers and in some cases it could be useful to load
890 * only one of them. This property can be either a string - which specifies
891 * the name of the layer - or an integer - the index of the layer. If the
892 * property is not set the whole LWO model is loaded. Loading fails if the
893 * requested layer is not available. The layer index is zero-based and the
894 * layer name may not be empty.<br>
895 * Property type: Integer. Default value: all layers are loaded.
896 */
897#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
898 "IMPORT_LWO_ONE_LAYER_ONLY"
899
900// ---------------------------------------------------------------------------
901/** @brief Configures the MD5 loader to not load the MD5ANIM file for
902 * a MD5MESH file automatically.
903 *
904 * The default strategy is to look for a file with the same name but the
905 * MD5ANIM extension in the same directory. If it is found, it is loaded
906 * and combined with the MD5MESH file. This configuration option can be
907 * used to disable this behaviour.
908 *
909 * * Property type: bool. Default value: false.
910 */
911#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
912 "IMPORT_MD5_NO_ANIM_AUTOLOAD"
913
914// ---------------------------------------------------------------------------
915/** @brief Defines the begin of the time range for which the LWS loader
916 * evaluates animations and computes aiNodeAnim's.
917 *
918 * Assimp provides full conversion of LightWave's envelope system, including
919 * pre and post conditions. The loader computes linearly subsampled animation
920 * chanels with the frame rate given in the LWS file. This property defines
921 * the start time. Note: animation channels are only generated if a node
922 * has at least one envelope with more tan one key assigned. This property.
923 * is given in frames, '0' is the first frame. By default, if this property
924 * is not set, the importer takes the animation start from the input LWS
925 * file ('FirstFrame' line)<br>
926 * Property type: Integer. Default value: taken from file.
927 *
928 * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
929 */
930#define AI_CONFIG_IMPORT_LWS_ANIM_START \
931 "IMPORT_LWS_ANIM_START"
932#define AI_CONFIG_IMPORT_LWS_ANIM_END \
933 "IMPORT_LWS_ANIM_END"
934
935// ---------------------------------------------------------------------------
936/** @brief Defines the output frame rate of the IRR loader.
937 *
938 * IRR animations are difficult to convert for Assimp and there will
939 * always be a loss of quality. This setting defines how many keys per second
940 * are returned by the converter.<br>
941 * Property type: integer. Default value: 100
942 */
943#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
944 "IMPORT_IRR_ANIM_FPS"
945
946// ---------------------------------------------------------------------------
947/** @brief Ogre Importer will try to find referenced materials from this file.
948 *
949 * Ogre meshes reference with material names, this does not tell Assimp the file
950 * where it is located in. Assimp will try to find the source file in the following
951 * order: <material-name>.material, <mesh-filename-base>.material and
952 * lastly the material name defined by this config property.
953 * <br>
954 * Property type: String. Default value: Scene.material.
955 */
956#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
957 "IMPORT_OGRE_MATERIAL_FILE"
958
959// ---------------------------------------------------------------------------
960/** @brief Ogre Importer detect the texture usage from its filename.
961 *
962 * Ogre material texture units do not define texture type, the textures usage
963 * depends on the used shader or Ogre's fixed pipeline. If this config property
964 * is true Assimp will try to detect the type from the textures filename postfix:
965 * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
966 * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
967 * and _occlusion for light map, _disp and _displacement for displacement map.
968 * The matching is case insensitive. Post fix is taken between the last
969 * underscore and the last period.
970 * Default behavior is to detect type from lower cased texture unit name by
971 * matching against: normalmap, specularmap, lightmap and displacementmap.
972 * For both cases if no match is found aiTextureType_DIFFUSE is used.
973 * <br>
974 * Property type: Bool. Default value: false.
975 */
976#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
977 "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
978
979 /** @brief Specifies whether the Android JNI asset extraction is supported.
980 *
981 * Turn on this option if you want to manage assets in native
982 * Android application without having to keep the internal directory and asset
983 * manager pointer.
984 */
985 #define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
986
987// ---------------------------------------------------------------------------
988/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
989 *
990 * IfcSpace elements (and their geometric representations) are used to
991 * represent, well, free space in a building storey.<br>
992 * Property type: Bool. Default value: true.
993 */
994#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
995
996// ---------------------------------------------------------------------------
997/** @brief Specifies whether the IFC loader will use its own, custom triangulation
998 * algorithm to triangulate wall and floor meshes.
999 *
1000 * If this property is set to false, walls will be either triangulated by
1001 * #aiProcess_Triangulate or will be passed through as huge polygons with
1002 * faked holes (i.e. holes that are connected with the outer boundary using
1003 * a dummy edge). It is highly recommended to set this property to true
1004 * if you want triangulated data because #aiProcess_Triangulate is known to
1005 * have problems with the kind of polygons that the IFC loader spits out for
1006 * complicated meshes.
1007 * Property type: Bool. Default value: true.
1008 */
1009#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
1010
1011// ---------------------------------------------------------------------------
1012/** @brief Set the tessellation conic angle for IFC smoothing curves.
1013 *
1014 * This is used by the IFC importer to determine the tessellation parameter
1015 * for smoothing curves.
1016 * @note The default value is AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE and the
1017 * accepted values are in range [5.0, 120.0].
1018 * Property type: Float.
1019 */
1020#define AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE "IMPORT_IFC_SMOOTHING_ANGLE"
1021
1022// default value for AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
1023#if (!defined AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE)
1024# define AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE 10.0f
1025#endif
1026
1027// ---------------------------------------------------------------------------
1028/** @brief Set the tessellation for IFC cylindrical shapes.
1029 *
1030 * This is used by the IFC importer to determine the tessellation parameter
1031 * for cylindrical shapes, i.e. the number of segments used to approximate a circle.
1032 * @note The default value is AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION and the
1033 * accepted values are in range [3, 180].
1034 * Property type: Integer.
1035 */
1036#define AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION "IMPORT_IFC_CYLINDRICAL_TESSELLATION"
1037
1038// default value for AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION
1039#if (!defined AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION)
1040# define AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION 32
1041#endif
1042
1043// ---------------------------------------------------------------------------
1044/** @brief Specifies whether the Collada loader will ignore the provided up direction.
1045 *
1046 * If this property is set to true, the up direction provided in the file header will
1047 * be ignored and the file will be loaded as is.
1048 * Property type: Bool. Default value: false.
1049 */
1050#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
1051
1052// ---------------------------------------------------------------------------
1053/** @brief Specifies whether the Collada loader should use Collada names.
1054 *
1055 * If this property is set to true, the Collada names will be used as the node and
1056 * mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
1057 * instead.
1058 * Property type: Bool. Default value: false.
1059 */
1060#define AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES "IMPORT_COLLADA_USE_COLLADA_NAMES"
1061
1062// ---------- All the Export defines ------------
1063
1064/** @brief Specifies the xfile use double for real values of float
1065 *
1066 * Property type: Bool. Default value: false.
1067 */
1068
1069#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
1070
1071/** @brief Specifies whether the assimp export shall be able to export point clouds
1072 *
1073 * When this flag is not defined the render data has to contain valid faces.
1074 * Point clouds are only a collection of vertices which have nor spatial organization
1075 * by a face and the validation process will remove them. Enabling this feature will
1076 * switch off the flag and enable the functionality to export pure point clouds.
1077 */
1078#define AI_CONFIG_EXPORT_POINT_CLOUDS "EXPORT_POINT_CLOUDS"
1079
1080/**
1081 * @brief Specifies a gobal key factor for scale, float value
1082 */
1083#define AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY "GLOBAL_SCALE_FACTOR"
1084
1085#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
1086# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
1087#endif // !! AI_DEBONE_THRESHOLD
1088
1089#define AI_CONFIG_APP_SCALE_KEY "APP_SCALE_FACTOR"
1090
1091#if (!defined AI_CONFIG_APP_SCALE_KEY)
1092# define AI_CONFIG_APP_SCALE_KEY 1.0
1093#endif // AI_CONFIG_APP_SCALE_KEY
1094
1095
1096// ---------- All the Build/Compile-time defines ------------
1097
1098/** @brief Specifies if double precision is supported inside assimp
1099 *
1100 * Property type: Bool. Default value: undefined.
1101 */
1102
1103/* #undef ASSIMP_DOUBLE_PRECISION */
1104
1105#endif // !! AI_CONFIG_H_INC
1106

source code of qt3d/src/3rdparty/assimp/config.h